%%This page's examples section is sorted alphabetically. It would be lovely if you'd maintain this, thanks.%%%% Image removed per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1337110170053020100%% Please start a new thread if you'd like to suggest an image.%%A monster whose massive, terrifying appearance is offset by such a massive, terrifying ''handicap'' that it rarely presents any actual threat at all. Essentially, they're regular {{Mooks}}, just [[GiantMook bigger]] (and slower, [[SquareCubeLaw much slower]]). Later, you may encounter [[BossInMookClothing fully-powered versions]] of the Fake Ultimate Mook, or you may fight many of them at once, but a single one is of minimal threat.

Often caused by StatisticallySpeaking and/or ElementalRockPaperScissors.

For actual bosses, see the WarmUpBoss and/or AnticlimaxBoss.

Compare and Contrast with GiantMook, which is ''usually'' proportionally stronger ''because'' of its size, but will sometimes become the Fake Ultimate Mook instead. Also contrast the BossInMookClothing. Polar opposite of the KillerRabbit, which is an extremely cute or otherwise harmless-looking creature that will grin and hand you your ass if given the opportunity. When it comes to {{Mook}}s, its opposite is InvincibleMinorMinion. Compare SurprisinglyEasyMiniQuest for other situations where a tough fight or problem gets resolved with surprising ease. Subtrope of PaperTiger.

----!!Examples:

[[foldercontrol]]

[[folder:Action Adventure]]* In ''VideoGame/BatmanArkhamAsylum'', the first Titan mutant you face is all huge, ugly, super-strong and invincible. [[spoiler: He dies of a heart attack after a minute due to imperfections in his mutation process.]]* ''Franchise/{{Castlevania}}'': ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' opens up with the castle entrance, with the first enemies being giant wolves (the Wargs) that are twice the size of Alucard. However, because this is ATasteOfPower segment, you kill them all in one hit. Stronger varieties appear much later on, but they're not much of a threat. ''[[VideoGame/CastlevaniaChroniclesOfSorrow Dawn Of Sorrow]]'' also features them, and they are no stronger than the common axe armours they appear with.** ''[[VideoGame/CastlevaniaRondoOfBlood Rondo of Blood]]'' has giant golems in the first level, which also reappear (with the same sprite, no less) in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]''. They tower above your character and look menacing enough, but they're actually quite easy to kill and slow to attack.* The Giant Smiles in ''VideoGame/{{killer7}}'' are these. While somewhat annoying, they can be easily dispatched by walking up to them to set them off, then running away and watching as they very slowly topple over and explode.* ''VideoGame/DevilMayCry 4'' had the Mega Scarecrow. It was very large and had great health, but was also to slow to ever land an attack unless you were careless.* In certain ''VideoGame/{{Kirby}}'' games (''Squeak Squad'' and ''Amazing Mirror'', to be specific), there are giant versions of the Waddle Dees. The only way they're more powerful than their smaller kin? You need to hold the inhale button for a second or two to build up enough power to eat one. Oh, and they take slightly more damage to kill any other way--including simply running into them and taking the hit.* The first boss of any ''VideoGame/MegaManX'' sequel will typically be the largest or second largest boss in the game. And by far the easiest.* ''VideoGame/MegaManZX'' had a giant mechanical snake in the forest as its first boss. Complete with cutscene where it looks even ''more'' imposing.* The Elite Pirates from the first ''VideoGame/MetroidPrime'' game were stupidly easier than the Troopers, or even the regular Pirates. Thermal Visor, lock onto the cannon on their shoulder, fire a Super Missile...splat. Usually dead before they get an attack in. Even if they survive the cannon exploding right against their neck, their only real attack at that point is a shockwave along the ground, which you basically have to have your arms fall off at that exact moment not to be able to jump over.** The fake Kraid in ''VideoGame/SuperMetroid''. Kraid was the hardest boss in the first Metroid, in Super there is an enemy that looks just like him but isn't challenging at all. Even the proper boss in that game is a warm up boss.* The Anti-Runners you encounter near the end of ''VideoGame/MirrorsEdge''. They're lawmen who have been specially trained to catch runners like [[PlayerCharacter Faith]], but they can be avoided easily enough [[FragileSpeedster just by doing what you excel at]] and running. The ordinary cops you encounter throughout the game? They can and will kill you easily [[WhyDontYouJustShootHim just by shooting you]].* The early game bosses and some enemy battleships in ''VideoGame/NavalOpsWarshipGunner'', suffer similar problems to the EVE example below. A Destroyer with the best engines and as many tri-barreled cannons as it can fit on it will be one of your best ships throughout the game as it can avoid most gunfire and dish it out equally hard in return. [[PlayingWithATrope And then YOU]] can become the FUM when you take on enemy carriers, as your lack of AA coverage means small and fast divebombers can hassle you with impunity until you take out the carrier.* ''VideoGame/StarControl 2''. Just after refueling the Starbase, a big and scary Ilwrath battleship confronts you... with only a skeleton crew and a malfunctioning cloaking device. It's what passed for a ship-to-ship combat tutorial in 1992.* One of the first levels of ''VideoGame/SuperMarioGalaxy'' has a [[GiantMook Giant Goomba]] that goes down with one SpinAttack.** The giant monsters in world 4 of ''VideoGame/SuperMarioBros3'' definitely qualify. Though they tower over the pint-sized Mario, Giant [[TheGoomba Goombas]] still die after jumping on them just once.*** Conversely, you occasionally get swarms of ''really tiny'' Goomba which are harder to stomp on [[DemonicSpiders and do]] [[OneHitPointWonder just as much damage]]. In Super Mario Bros. 3, however, they usually hide under Brick Block which they also use as a means of offense, or else are dropped by certain types of Paragoomba, in which event they simply hinder Mario's jump.** A certain Koopa in stage 3-1 of ''VideoGame/SuperPaperMario'', upon seeing you, will hit a block and grab the [[InvincibilityPowerUp Mega Star]] it produces to become a screen-filling 8-bit version of itself. Not only it is not invincible, but it's actually ''weaker'' then a normal Koopa statistically.* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has Hinoxes, massive one-eyed pig monsters strong enough to rip trees out of the ground and use them as melee weapons. They certainly ''look'' intimidating, but in practice, they are slow, their attacks are extremely telegraphed, and they have little ranged capability which leaves them vulnerable to kiting and arrow/bomb spam. They are also usually asleep when first encountered, and have a lengthy startup animation that lets the player get several free hits in before the Hinox can even try to fight back. With a strong enough weapon, it's possible to kill them before this animation ends. Despite the game classifying them as a boss, they are usually seen as less dangerous by players than EliteMook Lynels and Guardians.[[/folder]]

[[folder:Fighting Game]]* ''VideoGame/ChickenWarrior'' had the bomb-throwing chickens. Sure, it's a ranged attack and explosion does hurt a lot ... but the bomb itself slowly travels in a long arc, and the attack itself is telegraphed beforehand, so it's child's play to get out of the way.* In ''VideoGame/GotchaForce'', all of the Fortress Borgs except the FinalBoss can be taken down by a single [[{{Mons}} borg]] of nearly any type with a ranged attack with just a little effort dodging. Dragon Borgs are very similar, although they're slightly more maneuverable. However, due to being mostly terrestrial, they're even big targets to melee specialists (except for the [[ShockAndAwe lightning element]] dragons, who make sparks when they stomp).* The giant Goombas in ''VideoGame/SuperSmashBros Brawl's'' Adventure mode. Like the small ones, they are vulnerable to the classic GoombaStomp...but their size makes them even easier to hit. They do have to be stomped more than once, and their attack hits you very hard, but since they're stunned a bit after being stomped, it's child play to just stay on top of them until they're damaged enough.* In ''VideoGame/{{Tekken}}'', this is the reason why [[BearsAreBadNews Kuma/Panda]] is often regarded as a JokeCharacter; it's big and has long, easy combos, but its limbs are too short to actually reach its opponent.** Azazel in ''Tekken 6'' seems to be very difficult to beat... until you realize he is utterly defenseless against flying kicks.*** When he's not randomly deciding to [[NoSell activate his auto-block properties and turn off hitstun]], that is.[[/folder]]

[[folder:First Person Shooter]]* ''VideoGame/MedalOfHonorAirborne'' has the Waffen Infantry and the Waffen Officers. Compared to the Heer before them, they are armed exclusively with [[MoreDakka automatic weapons]], fire more accurately, and take cover more. But just like the Heer, they go down in one-three shots. This situation isn't helped when the actual EliteMooks, the Fallschirmjager, show up. And they prove to be even deadlier than their Waffen counterparts.* ''VideoGame/HalfLife2'' has the Combine Elite, the [[InformedAbility supposedly]] EliteMooks of The Combine Overwatch. While initially built up and looking to be far tougher than the regular Overwatch soldiers, in actual combat, they go down in the same number of hits as their regular counterparts do.* With the development of circle-strafing and mouse-aiming, even the mighty [[VideoGame/{{Doom}} Cyberdemon]] has become this, at least in the original ''Doom''. Later games based on the engine (i.e. Plutonia Experiment, Doom 64) usually used level design (i.e. small rooms, tight corridor mazes) to prevent you from simply circle-strafing him to death.** Similarly, in the original ''Doom'' the Spider Mastermind (Episode 3 endboss) was far easier to defeat than the Cyberdemon (Episode 2 endboss) not least because Episode 3 allowed the player to use the original {{BFG}}. In addition, the Cyberdemon has more hitpoints (4000 vs. the Spider Mastermind's 3000). 3000 hit points, incidentally, is ''less'' than the maximum possible damage done on a close-range BFG shot, so unlike the Cyberdemon, the Spider Mastermind can be a OneHitKill for a lucky space marine.* The Hunters in ''VideoGame/HaloCombatEvolved'' look like they're all that, but thanks to an infamous programming mistakes, they go down in one hit to any orange area with a [[BoomHeadshot headshot weapon]], which they are oh so eager to expose. However, this mistake was removed in every subsequent ''Franchise/{{Halo}}'' game, and [[DemonicSpiders they are now]] [[LightningBruiser considerably]] [[BossInMookClothing harder]] to kill. That said, if your reflexes are good enough, it was still possible to [[AchillesHeel get close and just keep punching its back]] (though you'll also have keep on dodging its retaliatory melee attacks); however, they always travel in pairs, and often play fire support to other Covenant forces - precluding slow methods of killing them [[CherryTapping until you've almost won anyway]]. Additionally, even the "whack the back" tactic is almost impossible in ''VideoGame/Halo5Guardians''; the Hunters now have ''much'' faster melee attacks and can turn on a dime, meaning that even if you can somehow get directly behind one, it'll turn around and put the hurt on you before you can even react.* The helicopter gunship in Level 3 of ''VideoGame/PerfectDark 64'' can be taken down in just one single blast of a rocket (thankfully displayed by mooks on the office level). The ship (and rocket) belong to a multi-trillion dollar evil corporation. A robotic drone on a later level is ''[[StoryDrivenInvulnerability invulnerable]]'' until you crash a taxi into it.** Same could be said for the [[spoiler:Skedar]] after only a few quick glimpses of one a few levels earlier and a cutscene of it knocking down [[spoiler:the Carrington Institute's]] very solid steel door you finally get to fight it only to find out it's just another mook that only takes a few shots to kill.* The first time you encounter a [[SpiderTank Harvester]] in ''VideoGame/QuakeIV'', it impales and curbstomps two of your fellow RedShirt tanks, but for you, the battle's mostly a pushover, as its machine gun fire can be easily circle-strafed and its missiles can be shot down.* Arguably, the Tallboys from {{VideoGame/Dishonored}}. Extremely imposing, incredibly powerful, and able to be taken down in one shot from a stealth kill, or shot from behind.[[/folder]]

[[folder:MMO]]* In ''VideoGame/AirRivals'', a lvl 19 BCU mission requires you to beat a lvl 65 boss in an early map. It goes down in [[OneHitPointWonder one shot.]] Turns out that's a dud boss, done for the mission, much weaker than the real one (although the real one spawns right after the fake one is defeated, so yeah, you can still be doomed.* In ''VideoGame/EVEOnline'', frigates (the smallest combat ships in the game) are often used against battleships (the largest non-capital combat ships in the game) with great efficiency. The battleships guns are unable to track and hit the small, fast frigates and end up doing no damage most of the time. Mind you - should you stop just for a few seconds, you'll be torn apart very quickly - battleships with low refire guns are often quite capable of taking down an immobile frigate in a single volley. In fact, when in a gang, frigates are often used as "tacklers" - to stop the enemy from fleeing. It's not that uncommon to have a single frigate prevent a capital ship from jumping away for long enough to get reinforced by a friendly fleet. This means that your friend who just created an account can be ready for battle in just a few days - flying the "weakest" ship with great efficiency. Also, comparing the price of a frigate and battleship...* King Yedes in ''VideoGame/PhantasyStarOnline2''. Bigger, much tougher and much deadlier versions of the Yede enemy, they are essentially a PaletteSwap of the game's first ''boss'', Rockbear, and share some of its moves. The catch is that their only ranged attack is very easy to see coming and dodge, and they have pitiful range beyond that, making any in-game class that's not a Hunter or Fighter have a very easy time against them. And, despite being most likely double to triple the size of your character, they're still vulnerable to grab attacks, and guess what type of attack the Hunter's Wired Lance weapons specialize in?[[note]]There's even a Photon Art, "Heavenly Fall", that's a ''guaranteed'' back hit. The only drawback, pitiful range, is moot since King Yedes are so damn big.[[/note]] Even the Fighter, an exclusively [[CloseRangeCombatant close-ranged combatant]], [[LightningBruiser has so much mobility]] - and the [[MightyGlacier King Yedes are so slow]] - that this isn't a problem.* A particularly glaring example in ''VideoGame/WorldOfWarcraft'' is where you fight Giants (with the bones of their victims still stuck to the soles of their boots) and dwarves in the same area. Somehow, they are pretty much equal in strength. Pretty much any large enemy that isn't an elite counts. ** At first, Giants ''were'' all (or nearly all) elite mobs, and generally about as tough as they looked. This was eventually taken away, presumably to reduce the need for players to group up to deal with what is now early-level content.** Also quite notorious are the objects of a decent helping of quests asking you to slay an Elite Monster, which would normally require at least one other player's help. However, some of these Ultimate Mooks can be soloed with only moderate difficulty if the player knows what they're doing and can play their class well.** In the Well of Eternity instance, in ''Cataclysm'', your party encounters a giant, molten infernal (a more badass version of the standard flaming rock golem demons.) Its [=AoE=] is enough to wipe the party, but thanks to a buff from Illidan, the mob in question is down in about a minute.[[/folder]]

[[folder:Real Time Strategy]]* ''VideoGame/CommandAndConquer: Tiberian Sun: Firestorm'' ends with Cabal deploying a huge unit against you: the Core Defender. It's bigger than anything else in the game, has a ton of health and it's armed with two massive lasers that OneHitKill everything but the toughest units, and only take a hit more to kill those as well. Surely it has powerful anti-air defenses as well, right? I mean, who in their right mind would design a massive end-game war machine and not protect it from air attack? Well, Cabal, apparently. Sic a few bombers on the thing and it's an almost effortless kill.** Oh and it's even worse if you lure it over a bridge, just blast the bridge up under it.* Most hero units and bosses in ''VideoGame/WarcraftIII'' are crippingly weak to being rushed with large amounts of weak units. In the expansion, this is countered somewhat with the ability to do splash damage or attack multiple enemies.** The Alliance's Steam Tank/Siege Engine. A tank with huge armor (of the type used by buildings, making it even more resistant), lots of damage, what's not to like? For starters, the fact that it can only attack buildings.*** The Expansion gives them a level in badass, and the ability to kill off massed air power like no one else.** The Night Elves have the ability to uproot their tree-buildings [[WhenTreesAttack and use them to attack]]. While they do lots of damage, they move and attack about as fast as a tree grows, not to mention losing the Fortified armor that would make them harder to kill. A player's moment of panic on facing these things for the first time in the campaign last about five seconds.[[/folder]]

[[folder:Role Playing Game]]* The Badass Psychos in ''VideoGame/{{Borderlands}}'' have significantly more health than the standard Psychos. On the other hand, their melee attacks are significantly weaker and they don't rush at you with an armed grenade when low on health, making them far less of a threat than standard Psychos.** ''VideoGame/{{Borderlands 2}}'' had rebalanced Badass Psychos and made them enemies to be feared. However, it fell into the same trap with the Crystalisks. While they had very large health, they were also slow, easy to hit, and their projectiles both had both low speed and were widely telegraphed.* ''VideoGame/ChronoTrigger'':** The [[BossInMookClothing Omnicrone]] you face in the dungeon is a strange case of this. While he ''is'' a genuine threat, being an enemy from much later in the game who should be able to mop the floor with the comparably low-level Crono, it turns out he's just too damned cowardly and lazy to fight and [[VillainExitStageLeft takes off]] after taking a good two or three hits:--> "They don't pay me enough for this."** The "Golem Boss", which is supposedly more powerful than the previously encountered Golems, according to Dalton. However, it turns out to be a ZeroEffortBoss. It counts down to an attack, stops at "one," restarts the countdown, and then just curls up and cries before it flees. It actually ends up being more of a boss-level MetalSlime, since the reward for beating it is spectacular, but even on NewGamePlus any party but your three heaviest hitters will struggle to kill the Golem Boss before it flees.* In ''VideoGame/DarkSouls'''s storyline, the Darkwraiths were so feared that the city of New Londo was flooded to seal them away. In concept, they are terrifying warriors wearing skeletal armor and attacking relentlessly with sword swings, kicks, and an unblockable grab that leeches the player's humanity. In execution, their telegraphed, predictable attacks and their slow turning speed leave them constantly open to [[BackStab backstabs.]]* The captains of the formidable Alonne knights in ''VideoGame/DarkSoulsII'' are taller and much more resilient than their subordinates, while packing enormous lightning-enchanted katanas with a deadly quickdraw technique. However, the [[HonorBeforeReason procedure]] says that every one of their deliberate, elegant attacks must end with a flourished sheathing display, which locks them in place for seconds without defense. Even the electric aura, which lights up the blade as it's drawn, works an extremely visible dodging/parrying cue. An Alonne Captain only presents a real danger when you're already fighting other Captains or Knights, where they have time to draw their slowly, deliberately fired bows or get in just the right position for a long-range FlashStep lunge. For comparison, the common knights just bumrush you with simple chops, thrusts and quickdraw slashes and are much more dangerous for it.* ''Videogame/{{Diablo}}'' series:** The Wendigos in ''VideoGame/{{Diablo}} II'' are hulking, monstrous beasts over twice the size of a human. They are regularly beaten to death by level 1 characters using the weapons they start the game with. [[DemonicSpiders Their snowy counterparts on the other hand]]...** Demon Troopers and Demon Raiders in Act III of ''VideoGame/{{Diablo III}}''. Compared to the grunt demons, flying demons and demon hounds, these look fairly imposing, large, and armored, while holding an EpicFlail. They're actually pretty weak in terms of durability, and their attack is ''very'' slow and not even that painful at all.** Also from Act III of the third game, the [[MightyGlacier Golgor]]. The first one you encounter is given a mini-cutscene of it being summoned by a trio of Fallen shamans, and will draw a comment from your character along the line of "what manner of demon is this?", possibly leading players to believe it will be an above-average threat. While it does hit pretty hard, its attacks are slow and fairly easy to dodge once you've learned its attack patterns, and its slow movement speed means ranged attacks can bring it down before it poses a threat.* In ''VideoGame/{{Fallout 3}}'', the standard Super Mutants are surprisingly weak; they're armed with slow-firing, inaccurate bolt-action hunting rifles, and can be brought down with a handful of headshots from the standard 10mm pistol (the first weapon you get in the game). This is in contrast to the original VideoGame/{{Fallout}} series, where even the lowest-level Super Mutants were tough bruisers armed with miniguns, and Super Mutants as a whole were the 2nd most difficult enemy faction in the game (second only to the U.S. Government's PoweredArmor stormtroopers). The Super Mutant Brutes and Super Mutant Masters you fight later in ''Fallout 3'' are still pretty tough, though.** Ironically, the Hunting Rifles they use are actually good when used with VATS. You can take one down with three rifle shots, and loot their bodies, receiving ''more ammo than when you started''.** Enclave Troopers in ''Fallout 3'' are late-game Fake Ultimate Mooks. Compare this to VideoGame/{{Fallout 2}}, where Enclave Troopers can cut though even the toughest of the end-game groups.** In Fallout 3, there is a RandomEncounter with a resident DemonicSpider Deathclaw in it, regardless of level. Luckily, this Deathclaw had a leg crippled beforehand, making it very, very slow, and lacking a ranged attack, easy prey. Though its important to double-check the leg's condition before engaging in combat; there is a random encounter that involves a perfectly healthy deathclaw, and getting too close to one of those will get you mauled to death.*** Deathclaws in general lose their DemonicSpider status if player has the right stats. While most pronounced in Fallout 3, having powered armor also neutered the threat in original games. You could be armed with a meager pistol and just trade shots for awhile and wait for a good critical to kill one or the other in one hit. Alternatively, you can just craft a Dart Gun, which can cripple all of a Deathclaws limbs in one shot. VideoGame/FalloutNewVegas, finally remedies this , especially with {{level scaling}} Deathclaws in ''Lonesome Road'', which can kill most any character in one or two(at the most) hits regardless of armor.** ''VideoGame/FalloutNewVegas'' has its own Fake Ultimate Mook in the ''Honest Hearts'' DLC. [[BearsAreBadNews Yao Guai]] return from ''Fallout 3'', and the locals seem to think that they're Hell on wheels. While they're competent enemies, they lack any kind of ranged attack and have merely decent damage and hit points. Already significantly weaker than the Mojave's Deathclaws, Yao Guai are ultimately rendered Fake Ultimate Mooks by the geography of ''Honest Hearts''--it takes place almost entirely in meandering canyons, meaning that shooting them from high ground makes them drop with ease.*** A tribal even comments that you probably don't have anything as bad as Yao Guai where you're from, despite Yao Guai being considerably easier to deal with than about 80% of the enemies in the Mojave--and being no match whatsoever for the armed tribals you fight for most that very DLC.** The boss of ''Old World Blues'', the Giant Robo-Scorpion, has up to 3000 HP depending on the player's level, but can be taken out with a single {{critical hit}} from the Tarantula-calibrated Sonic Emitter due to a glitch with the gun itself. Averted otherwise; this thing can tank a lot of damage and atomize you in a couple shots.* In ''VideoGame/FinalFantasyVII'' Any big enemy with a level that is a multiple of 4 qualifies because it is weak against Level 4 suicide (which takes off 31/32 of it's current HP). Few enemies are weak, but there are a few really powerful ones (like Dragons and Malboros) that are, allowing them to be killed in two hits.** Found near the end of the final dungeon in ''VideoGame/FinalFantasyIV'' is [[spoiler:Zemus's]] Breath, a monster named for the BigBad, plays the boss battle music, is a PaletteSwap of a legitimately dangerous monster... and only ever casts [[EnemyScan Libra]] on you. It's apparently "Reporting to [[spoiler:Zemus]]", but it doesn't matter how many Libras it gets on you; the final battle plays out exactly the same. It has an annoying (but not especially terrible) counterattack to magic, but otherwise it can't hurt you and [[PinataEnemy is just a good punching bag for lots of EXP in the end]].* The boss monsters in ''VideoGame/FinalFantasyTacticsA2'' partially qualify. While they are definitely powerful, their size (3x3 squares) and the fact they can't move makes them drop pretty fast. Especially if a good number of clanmembers have Counter and get an extra hit in everytime the boss uses a bigger attack.** ''VideoGame/FinalFantasyXII'' has a kind of early-game enemy called Slavens, which are described as being "beasts of burden gone feral" that are twice as tall as your characters, but that are barely any more dangerous than the wolves or bats from the areas they show up in.** The [[SandWorm Sandworms]] in ''VideoGame/FinalFantasyX'' are a perfect example, having more HP then all of the bosses fought previously, completely dwarfing almost every enemy in size, and possessing rather high attack power. However, they have a crippling weakness to sleep and [[PercentDamageAttack gravity]], which makes them easy to deal with.** Zig-zagged in ''VideoGame/FinalFantasyX2''.The game mostly uses enemies from the previous game, ''VideoGame/FinalFantasyX'', but apparently just [[DegradedBoss scrambled them and used them completely randomly]]. As such, you'll often encounter menacing enemies early on that not only clash with their surroundings, but take an extra hit to kill at most. However, you can also run into some powerful monsters early on. The Macalania woods are a deathtrap at low level, and you can run into a ''[[KillerRabbit Tonberry]]'' amidst Fake Ultimate Mooks in Mushroom Rock Road even at level 2.** ''VideoGame/FinalFantasyXIII'' has quite a few early on. Somewhat useful for emphasizing [[BreakMeter the stagger system]], in which enemies suddenly become weak if you can keep a good chain of attacks coming. Centurion enemies encountered from Chapter 10 are a pretty good example. They're big and look very flashy, but are ''insanely'' easy to stagger and, due to their size, very easy to get an infinite-air-juggle going on.* In ''VideoGame/FrontMission III'', the final battle of Alisa's Story has the BigBad riding in a ridiculously large wanzer (compared to your party's wanzers). Being so large, he takes up a considerable amount of squares, making him incredibly easy to hit. The boss also doesn't move, and while his HP is fairly high, his defense is laughable.* Battle alphas were some of the most powerful monsters in the first ''VideoGame/{{Geneforge}}'', so it's a bit of a surprise in the beginning of the third game when, after a whole bunch of them kill most of your teachers, one of them attacks you. Not to worry, though--it's already badly wounded, and you can finish it off in a couple of hits. (Full-strength battle alphas don't appear for quite a while longer, and make for much more respectable foes.)* In the 'Exodus' chapter of ''VideoGame/HellgateLondon'', the track tunnel of an evacuating train is completely blocked by a towering fiend. After it falls surprisingly easily, a series of them appear along the tracks, no more dangerous than standard Mooks entering from side tunnels. It's not until the end of the line that the level's real boss appears.* Monsters that are 3x3 squares in size in ''VideoGame/JeanneDArc''. An attack that affects more than one square at once (common for magic-users and spear-wielders) will hit them multiple times, doing considerable damage and negating their health advantage.* The Antlion in ''[[VideoGame/MagicalVacation Magical Starsign]]''. It takes up both DS screens, but it's weak to one of your first party members' magic and goes down quickly. It's only level 2, according to the game's Bestiary.* Krogan enemies in ''VideoGame/MassEffect2''. In ''VideoGame/MassEffect1'', the average krogan mook was a durable LightningBruiser who soaked up tons of damage, regenerated very fast, and would frequently sprint towards the player to beat him to death with a few melee attacks. They usually came armed with shotguns that had a decent range, and could also fire extremely damaging Carnage (long-range balls of plasma). Finally, if you killed one with anything other than [[LiterallyShatteredLives Cryo]], [[KillItWithFire Incendiary]], or [[HollywoodAcid Toxic]] ammo, it would just get up and have to be killed again before it finally stayed dead. In the second game, their speed is drastically reduced, their melee attacks are nowhere near as powerful, and they can't get up after being shot down anymore. Despite their high health, they are very slow, and usually just lumber towards you in a straight line while firing very [[ShortRangeShotgun Short Range Shotguns]] for ScratchDamage. They can still use Carnage as their only long-range attack, but itís now slower and much easier to dodge. Most people find the supposedly weaker vorcha to be far more dangerous due to their automatic weapons, unpredictable movements, and ridiculously good aim. * Invoked in ''VideoGame/PaperMario'': the mini-boss Monstar in Chapter Seven looks pretty menacing, and one of your partners, who provides useful intel on enemies, says he doesn't know this guy's attack power but expects it to be really high. Then he uses a super flashy, lengthy star-shower attack animation that ends up doing one damage. It turns out he's actually just a bunch of young star spirits trying to scare Mario away from their home, [[LetsYouAndHimFight not realizing that he's their friend]].** As a bonus to making it seem tougher than it is it is immune to Star Spirit abilities. This was bound to scare players that started the fight with one of these abilities (no other enemies are immune to those abilities) and hadn't yet seen his weak attack.* ''Franchise/{{Pokemon}}'' has its share of examples.** Onix, the former TropeNamer, can usually be fought and captured early on in the games. Though they're towering snakes made out of stone, they have low stats in everything but its Defense[[note]]and, to a lesser extent, Speed, which is only relevant to the extent that one Pokémon is faster than another - the actual difference doesn't matter[[/note]]. Even worse, its special defense is absolutely ''horrible'' and being a Rock/Ground-type, granting poor Onix [[ElementalRockPaperScissors crippling weaknesses to two common elements]]; a Grass- or Water-Type attack will usually take it down in one hit unless Onix has Sturdy. Brock's Onix, in particular, was a particularly glaring example in [[VideoGame/PokemonRedAndBlue the first generation]]. Level 14, stats just high enough to make it a challenging fight... but a Pidgey spamming Sand Attack can make all that negligible due to the fact that its only offensive moves are Tackle and Bide.** In ''VideoGame/PokemonBlackAndWhite'', it's become possible to, on rare occasions, encounter the fully evolved forms of the "pseudo-legendary" Pokemon lines (Called such for having strength comparable to the weaker legendary Pokemon) in areas where their pre-evolutions can be found (Dragonite, Tyranitar, and Metagross in Black/White and Hydreigon in X/Y). While they're normally frightful opponents when in the possession of trainers, in the wild, they're anything but, due to their relatively lacking movesets, and--in case of each one other than Metagross--a capture rate that's actually ''higher'' than that of some significantly more common Pokemon, which makes snagging them on the first turn with a Quick Ball a fairly likely occurrence.** The postgame trainers in ''[[VideoGame/PokemonBlackAndWhite Black and White]]'' and [[VideoGame/PokemonBlack2AndWhite2 their sequels]] get hit by this hard. There is a significant level spike from the Elite 4, but the trainers are mostly using unevolved Pokemon. Add in their average [=AI=], and most of them are far easier to defeat than what you had to get through to reach that point.* In the first dungeon of ''VideoGame/TalesOfSymphonia'', the party encounters a huge, respawning rock golem... that goes down no problem with Lloyd's wooden swords. Repeatedly. If anything, the thing is easier than the normal monsters in the dungeon, since there is only one at a time.[[/folder]]

[[folder:Roguelikes]]* Hydras in ''VideoGame/DwarfFortress'' are by far the easiest Megabeast to defeat because, unlike the creature from Myth/GreekMythology, they have no regenerative abilities. Blood loss from one head being damaged effects the whole body, thus their extra heads and necks give them a bunch of weak points. The grappling from all the mouths hurts like hell, but ranged weapons can hit it a a couple times and almost guarantee striking an artery.* In ''VideoGame/{{ZAngband}}'', a greater hell-beast has 1500 HP, can cast spells, moves somewhat faster than normal, and ''eats through walls''. Its description warns, "This unholy abomination will crush you. Flee while you can!" It's set to appear on the first dungeon level, just to scare players who don't know that [[spoiler:its attacks do literally no damage]]. [[/folder]]

[[folder:Shoot Em Up]]* [[http://www.shmups.com/reviews/dogyuun/images/dogy0005.png This big dude]] is the first MiniBoss of ''VideoGame/{{Dogyuun}}'' who appears right after the very first wave of enemies. It fires spreads of shots, spawns smaller Mooks, fires huge rockets ...and drops very quickly. The MiniBoss after that two smaller red things that circle the area and fire spreads) is considerably tougher.* ''VideoGame/{{Ikaruga}}'' has several large enemies towards the end of the Chapter 5 pre-boss section that would be terrifying for even the most experienced BulletHell players if they didn't fire strictly in one color; thanks to your ship's polarity system, you can just change to white to absorb the bullets and build up your ChargedAttack to finish them off.* [[InvokedTrope Invoked]] for comedy in ''[[VideoGame/{{Touhou}} Embodiment of Scarlet Devil]]'' where the first stage's boss is the {{Youkai}} of darkness, deliberately chosen for sounding tough. Emphasis on "sounding" tough, since Rumia is a little girl who fails to be intimidating and presents an easy fight. According to [[AllThereInTheManual extra material]], she isn't even immune to her own power, and when she surrounds herself in darkness she spends most of her time crashing into trees.* In most games in the ''VideoGame/{{Stormwinds}}'' series, the first zone tends to introduce a huge, durable, armored enemy battleship with heavy weaponry as a GiantMook. It also has a bunch of ''very obvious'' [[AttackItsWeakPoint balloons that it's hanging from]], and once the player learns to strike those, said enemy tends to pose ''much less'' of a threat.[[/folder]]

[[folder:Survival Horror]]* ''VideoGame/DeadSpace3'' has Wasters, the Necromorphs of the polar explorers that have been frozen long ago and [[DualWielding dual-wield]] ice picks. Not only is their ice-pick attack little more dangerous than attacks of regular Slashers, but they can be pulled from their hands with Stasis, then sent straight back destroying their upper body. Doing this does turn them in a more mobile monster, whose intestines form three CombatTentacles. However, the transformation time is long enough to allow dismemberment before this form ever gets to attack.[[/folder]]

[[folder:Tabletop Games]]* In ''TabletopGame/DungeonsAndDragons'', being bigger is only a nominal advantage at best, and can also be a notable disadvantage. While many very difficult monsters (dragons, for example) ''are'' large, oversized zombies are not really any harder than regular ones.** Weirdly, no rule explicitly states that larger beings are inherently stronger. Almost every size-increasing effect ''also'' explicitly increases Strength, and adding hit dice to animals and animal-like monsters will increase size and Strength simultaneously. Being larger ''does'' grant automatic bonuses to other things--notably, it increases the difficulty of most combat maneuvers (grappling, tripping, etc.), improves Intimidate checks, grants access to larger size categories of weapons (which are ''slightly'' more expensive but typically have noticeably increased damage), and extra reach (which is ''priceless''). It also carries some built-in ''penalties''--the most noteworthy are penalties to Hide checks, attack rolls (since everything is, relatively speaking, smaller to you), and Armor Class (since you're a bigger target to everyone else). Small characters get all of this in reverse. However, bigger weapons do much more damage (i.e. a large greatsword does 3d6, comapred to a medium greatsword doing 2d6).*** From 3rd edition on up, size categories carry strength modifiers, which ''does'' matter in melee combat, increasing both damage and accuracy. [[InstantDeathRadius And let's not discuss what happens when the DM uses the reach rules for large creatures...]]** A well known monster is the Tarrasque, a unique creature that originally was intended as kind of the ultimate boss creature for very high level groups which was so deliberately packed full of NighInvulnerability that simply theorizing about how to kill it is a kind of invoked LordBritishPostulate. In the 3rd Edition, people soon realized its terrible flaw: lacking any kind of ranged attack. At level 20 there are countless very easy ways to get your whole party the ability to fly and shoot spells from above. Later editions have tried to fix this chink in its armor, with 4E opting to make flying impossible around it while ''TabletopGame/{{Pathfinder}}'' opts towards making it a [[LightningBruiser very, very good jumper.]]*** Of course, the Tarrasque was hardly the only case of this; in fact, its NighInvulnerability makes it one of the ''lesser'' examples. Early 3rd Edition Monster Manuals are littered with enemies, often supposedly stronger than the Tarrasque, who couldn't engage airborne opponents at all. The Leviathan of MM2 is an egregious case; its CR pegs it as the equal of four Tarrasques, but on top of having no flight or ranged attacks, it also has an Intelligence of 4, meaning [[WeaksauceWeakness one instance of ability damage]] will render it catatonic.*** Oversized zombies are also hard to affect noticeably by turning, because the turning ability is based on the undead's hit dice and doesn't consider the possibility of a relatively low difficulty creature that has a lot of hit dice. (High difficulty creatures with few hit dice get [[ObviousRulePatch turning resistance]].)* In ''TabletopGame/{{Warhammer 40000}}'', there exists a tactic named "Distraction Carnifex" (after the Tyranid's Carnifex, a somewhat big monster) which relies on this trope in a psychological way: the idea is to put something big and imposing on the table to distract the enemy fire. The mook in question doesn't have to do much otherwise, because the real damage will come from the rest of the army which won't be shot at for a turn or so.[[/folder]]

[[folder:Third Person Shooter]]* In the sewers of Aquatos in ''VideoGame/RatchetAndClankUpYourArsenal'', there are occasionally huge Spiky King Amoeboids that fall out of vents in the ceiling. They're big, menacing... and can be killed in one wrench swing. Yes, even in [[NewGamePlus Challenge Mode]].[[/folder]]

[[folder:Turn Based Strategy]]* In ''VideoGame/FireEmblemTheSacredStones'', the Cyclopi are really huge, but do quite a bit less damage than you'd expect... and to add insult to injury, their attacks are easily evaded. Add their low resistance or vulnerability to a [[InfinityPlusOneSword Sacred Twin]] weapon, and they go down like rocks.** The fact that they can only use axes also means that they're easy prey for a sword user, especially a blademaster with over 30% crit. (Oh, and if you thought they had trouble hitting most of your units, just wait until you send a sword-user at them.)*** The fact that they use axes also contributes to that whole "easily evaded attacks" thing, as axes are the strongest, but heaviest and least accurate (physical) weapons in the game. [[note]]The hierarchy of power/accuracy for the physical weapons goes in order from axes to lances to bows to swords, with swords being the weakest but lightest and most accurate.[[/note]] Too bad for the Cyclopi that the power of axes is insufficient to compensate for their surprisingly low Strength... though they do have high Constitution, so it's not like even the bigger axes slow them down much. (But they're already plenty slow and inaccurate without being weighed down by their weapons.)* In most ''Franchise/StarWars'' games, the Star Destroyer is a classic one, but ''VideoGame/StarWarsRebellion'' is by far the most glaring example. An Alliance Escort Carrier armed with five squadrons of X-wings and one of Y-wings can take out nearly any Star Destroyer TheEmpire throws at you until he gets the [=TIE=] Defenders and ''Executor''-class Super Saxton Star Dreadbringers.** Was actually quite a balance issue: The Imperials get far more powerful ships to start with, but they're vulnerable to much cheaper hardware that the rebels can mass produce in a hurry. Two Nebulon-B Frigates or a few squads of Y-Wings can trash a Star Destroyer, and the unshielded TIE fighters and Interceptors aren't a huge help. This was one of two things that heavily disadvantaged the Empire in a HQ victory game: if the rebels got lucky and started with a strong enough fleet, they could take Coruscant ''almost immediately'' and there was very little the Imperial player could do about it.* Reapers in the original ''VideoGame/XCOMUFODefense''. They're large and intimidating, but they can only attack in melee and can't fit through most of the doors on the level. Their HP is good enough that six or seven hits from the basic rifle are needed to bring them down, but their size makes them a relatively easy target for your troops. It also roughly quadruples the damage they take from grenades and other explosive weapons thanks to a quirk of the game engine. ''X-COM'' being ''X-COM'', however, Reapers are still relatively dangerous for an example of this trope, particularly in the early game; its melee attack is a nearly guaranteed OneHitKill before you research actual armour, and unlike the alien ranged weapons there isn't a possibility of it missing.[[/folder]]

!!Non-gaming examples:

[[folder:Anime]]* Anbu from ''Manga/{{Naruto}}''. When they actually get into a fight, they're degraded to mook status, those formerly Badass masks now cementing their status as Cannon Fodder.[[/folder]]

[[folder:Film]]* In ''Film/JesusChristVampireHunter'', Jesus fights a bo staff wielding monk, the last atheist besides the two [[TheMenInBlack leaders]] themselves. Despite his flashy entrance, all he did was show off and get downed in one kick by an unimpressed Jesus.* Stormtroopers from ''Franchise/StarWars''. They are "EliteMooks" with ImperialStormtrooperMarksmanshipAcademy. While they have infamously bad performance in a few iconic scenes, they still are pretty dangerous most of the time. Examples include a squad of stormtroopers easily slaughtering a similarly-sized rebel force in the very first fight in the series, incapacitating and capturing Leia and later Han, stomping out the rebels on Hoth, and several times forcing the main heroes to flee, just escaping by the skin of their teeth, because they'll die if they stay there and fight.[[/folder]]

[[folder:Literature]]* A recurring theme in ''Literature/{{Discworld}}'' and ''The Carpet People'', another work by Creator/TerryPratchett, is "Always choose a bigger enemy - it makes him easier to hit". Usually this means in terms of numbers, but occasionally it's this trope.* The Shadow-Forgers in ''Literature/TheWheelOfTime'' are the rock golems that create the [[EvilWeapon cursed swords]] wielded by [[HumanoidAbomination Myrddraal]]. They're also noted to be peerless warriors. However, they're also very [[MightyGlacier slow]], and so when [[spoiler: Rand's force attacks Thakan'dar in the final book, the Forgers turn away from their work to deal with them- but before they can actually join the fight, they're disabled by Rand's channelers with minimal effort]]. [[/folder]]

[[folder:Mythology]]* In ''Myth/NorseMythology'', before Thor's duel with Hrungnir, the mightiest giant to ever live, the giants made a massive giant out of clay to aid Hrungir. It was over 30 miles (50 km) tall and 10 miles across. But the giants could not find a stone large enough to serve as its heart, so they substituted a mare's heart. This brought it to life, but was not enough to give it a warrior's valor or strength. When it saw Thor, it immediately wet itself, and was killed shortly after Hrungnir died by Thor's charioteer Thialfi.[[/folder]]

[[folder:Television]]* A rather bizarre example is found in ''Series/{{Heroes}}''. Volume 3 involved the company building having a breakout from Level 5 and were said to be all big and strong and "worse than Sylar." None of them survived the volume. Heck, in the last episode, Mr. Bennet releases all the surviving Level 5 Supervillains so they can help distract Sylar. They all last less than two minutes, tops.* Z Putty Patrollers from "Series/PowerRangers". They were considered EliteMooks, but after the Rangers discovering their weak point, being a large emblem on their chest, they ended up even less effective than the Rita's mooks, who at least occasionally required a protracted fight. The Rangers even managed to defeat the Z-putties when they were temporarily turned into children.* ''Series/ThePrisoner'': Number 2 in "Hammer Into Anvil". At the start of the episode, he seems to be the most dangerous, sadistic, tenacious, calm, hands-on Number 2 in the series so far. Number 6 easily and ''utterly'' destroys him. [[/folder]]

[[folder:Webcomics]]* An example from ''Webcomic/DemonEater'': [[http://www.drunkduck.com/Demon_Eater/index.php?p=418561 Tremble in fear!]] Oh, wait... [[http://www.drunkduck.com/Demon_Eater/index.php?p=432607 Never mind.]]* ''Webcomic/DuelingAnalogs'' has [[http://www.duelinganalogs.com/comic/2010/03/04/suck-my-brock/ this strip]] showing the truth behind Brock's weak Onix.* In an ''[[Webcomic/TheOrderOfTheStick Order of the Stick]]'' strip, a Hydra is defeated quite easily by making it grow too many heads to get blood to all of them. Thus this is also a case of ScrewTheRulesIHavePlot as there is nothing in the rules to suggest that this could happen. But see RuleOfFunny.* ''Webcomic/SuperEffective'' from ''Webcomic/VGCats'' plays the trope straight in [[http://www.vgcats.com/super/?strip_id=34 this strip,]] complete with Gym Leader Brock who's completely shocked to see his "ULTIMATE rock type, Onix!" get completely [[JustForPun Rock Blocked]].* ''Webcomic/WhiteDarkLife'' has [[spoiler:it's main antagonist, Dark Matt as one of these. He's threatening and very good at generally being obstructive, but he's also heavily dependent on ThePowerOfHate to survive and is secretly very weak]].[[/folder]]

[[folder:Sports]]* Generally, this applies to teams who struggle despite sky-high payrolls; the biggest example of this at work is the New York Rangers. From the end of the 90's until the lockout of 2004, the Blueshirts loaded up on superstars such as Wayne Gretzky, Eric Lindros, Pavel Bure, Theoren Fleury, and Mark Messier (after a disastrous run in Vancouver). Adding onto that, they also added many solid second-tier players (Bobby Holik, Mathieu Schneider, John [=MacLean=], Kevin Hatcher) and signed them to expensive contracts. They never made the playoffs during that span.** Ironically, the Rangers made the post-season with the new CBA intact, which included a salary cap.* In 2008, the Seattle Mariners became the first team in MLB history to lose 100 games with a payroll over $100M. They came less than $14M away from doing it again in 2010.** The Minnesota Twins were only one loss away from joining this list in 2011.* Newcastle United FC, despite a very liberal wage bill, ended up getting relegated after the 08-09 season.* In NCAA football, Clemson was the shining example of this. They regularly pull out Top 25 recruiting classes, but their ACC Championship in 2011 is only their first since 1991.** Basketball wise, Northwestern. As of the end of the 2014-15 season, they are still the only Power 5 [[note]] These conferences include the Atlantic Coast Conference, Big 10, Big 12, Pac 12, and the Southeastern Conference.[[/note]] conference team to not qualify for the NCAA Tournament. Even when accounting for prominent non-P5 conferences such as the American Athletic, Atlantic 10, Big East, Conference USA, Mid-American [[note]]Buffalo left the non-tournament club in 2015.[[/note]] Missouri Valley, and the West Coast, the Wildcats are still the only ones without a Tournament appearance.* With Dan Snyder as the owner since 1999, the Washington Redskins have signed Deion Sanders, Brad Johnson, Albert Haynesworth, Shawn Springs, Clinton Portis, [=DeAngelo=] Hall, Adam Archuleta, [=LaVar=] Arrington, Donovan [=McNabb=], Antwaan Randle El, and Robert Griffin III. They even brought in Super Bowl winning coaches Joe Gibbs and Mike Shanahan as well. However, the 'Skins only have four playoff appearances, two playoff wins, and only ''two'' NFC East titles to show for it.[[/folder]]

[[folder:Card Games]]* In ''CardGame/MagicTheGathering'', anything really big has AwesomeButImpractical written all over it, though this just makes for players finding ways to cheat it into play. (AnimateDead is popular.)** Mana cost aside, there are a lot of ways of having a creature turn into this. Many potentially powerful creatures are ruined by drawbacks like echo (pay their casting cost again on the turn after you play them or sacrifice them), cumulative upkeep (pay an increasing cost every turn or sacrifice them), and many, many more.** Creatures also have the built-in disadvantage of being killable. Most creatures, whether they cost 1 mana or 9, can be killed with a removal spell that only costs 2 or 3 mana. This is why the most successful creatures in "Magic" are either relatively cheap, resistant to removal, or have an impact on the board even if they're killed right away.** There are also creatures that have intimidating-looking ''art'' but are subpar in terms of stats. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129591 Hill Giant]] is a good example.* Similarly, the YuGiOhTradingCardGame has [[http://yugioh.wikia.com/wiki/Zushin_the_Sleeping_Giant Zushin the Sleeping Giant.]] Able to NoSell anything you try and throw at it, and stronger than anything you try and fight it with... and a summoning requirement that is all but impossible to achieve. You have to wait ten turns for each side, while protecting one of the weakest monsters in the game. It's rare for a game to even last 20 turns. Multiple copies can speed it along, but it still takes a small miracle.[[/folder]]

[[folder:Real Life]]* The [=MiG=]-25 Foxbat and its relationship with NATO mirrors this. Here was a high-speed interceptor which kept the West up at night until a [[DefectorFromCommieLand Russian fighter pilot brought one to NATO by way of Japan]], revealing the Foxbat to be a FragileSpeedster with the turning circle of an ocean liner that [[HeroicRROD needed its engines rebuilt after it reached its Mach 2.8 top speed]]. Anything with air-air missiles that could get behind it first could kill it. [[UsefulNotes/GulfWar Just ask the Iraqis.]]** Said defector also informed the West that a superior aircraft was being developed based on the [=MiG=]-25. The resulting [=MiG=]-31 Foxhound sacrificed some of the [=MiG=]-25's speed in favor of better (but still unspectacular) agility, and more importantly the ability to carry more and better long-range missiles, vastly better radar, and the ability to throttle up to full speed without being physically damaged.* The American [[http://en.wikipedia.org/wiki/SR-71 SR-71]] was designed to reach Mach 3 top speed ''and'' be a stealth plane, and the two goals proved incompatible. While it looked undeniably cool, the radar signature was still large enough to show up on regular civilian radars, to say nothing of military ones. Its 3 Mach speed came at the cost of practically non-existent payload and reliability - around a quarter of all [=Sr=]s produced ended up crashing.* In the first half of the Second World War, the British [[http://en.wikipedia.org/wiki/Matilda_II Matilda II tank]] was the best armoured one by far. It had 75 mm armour plating on all sides (by contrast, German Pz. III and Pz.IV had 50 mm frontal and 30 mm side armour, while legendary T-34 only had all-around 45 mm plating). This advantage was more than offset by its weak 40 mm ''2-pounder'' cannon, roughly equivalent to 37 mm one on early Pz. III or Russian T-26, and deeply inferior to 76 mm weapons on T-34 and Pz. IV and pathetic mobility. The top speed was ''25 km/h'', at the time when all other tanks could do + 40 km/h, and distance traveled before refueling was even more pitiful. Attempts to up-gun the Matilda proved fruitless because the same turret that made it so resilient was too small to fit anything larger than the 2-pounder. Moreover, the tank was intended for infantry support, yet for unknown reasons no high explosive rounds of any kind were ever issued and thus the only anti-infantry weapon they had was a single machine gun. Yet despite all these shortcomings, the Matilda II was ''still'' the best early-war British tank, because most other British tanks of the era weren't merely flawed but downright awful.[[/folder]]